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Messages - aat

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16
Mod Releases / Re: Looking up vanilla item prices and weights
« on: November 21, 2019, 02:03:38 AM »
And if you don't want to run it yourself, here's the full table dump from CONSTANT.OBJ: 

https://docs.google.com/spreadsheets/d/1l3JpN3IcZu3h82NXmfZ8F3hl1vYbAiQwFngQ1rB5dDs/edit#gid=0

Just wanted to give a huge thanks for this, been manually mapping this struct in cheat engine, this should help tremendously. I'd also like to point out, that Weight1 is actually the data value for deterioration, despite it being the same value as Weight2. When the item deteriorates, it loses a small chunk of Weight1's value.

That's great news! I'm been working on my own mod and I've been inferring prices and weights directly in-game, this would speed up a lot.  Please keep us posted with your progress.

I would also like to point out that the Value in the table is *not* the value in squirrel hides, which is the standard unit used in the recipes with the [PRICE:] tag.
It is instead 8 times the price in squirrel hides. Here is what I've inferred in-game:
1 wooden bowl : 0.4 squirrel hides
1 broad knife : 17 squirrel hides

In fact, in the table:
wooden bowl Value : 3.2 = 0.4 * 8
broad knife Value: 136 = 17 * 8

17
Suggestions / [naming: last word] functionality extension
« on: November 18, 2019, 10:42:52 AM »
Talking about modding crafting recipes

Currently, the [naming: ] tag, together with [name: %s] tag, offers the possibility for greater customisation of recipes and item names.

However, only two options are currently available:
[naming:last word] - %s will get value of the last word of selected material/item name
[naming:original]  - %s will get value of original and complete selected material/item name

I propose a small extension that could greatly improve customisation and simplify many mod recipes I've seen.

In addition to "last word",  it should be possible to use integer values:
"1" :  get the value of the first word
"2" : get the value of the second word
"n" : get the value of the nth word

In a similar fashion,  as it happens in python lists:
"-1" : get the value of the last word (synonim with "last word")
"-2" : get the value of the second last word
"-n" : get the value of the nth last word

If the number exceeds the word count, it should reduce to the last word in the former, positive case and the first word in the latter, negative case.

It should be just a small modification to implement, but the advantages are sizeable. I hope you (Sami) can consider this

18
Mod Releases / Re: [3.60] URWCharacterMenu
« on: November 14, 2019, 02:21:58 AM »
Any plan for a cross platform version? (Linux)

This is probably possible with mono, but I'd have to do my research on it as I've never used it, and probably learn a bit of linux which I'm not too familiar with. So probably not in the near future, at least by me. I might dabble in it at some point, since you asked, but no promises ;)

Sure I understand. When you setup the git repository I can help with that if you'd like, as I have experience with Linux programming

19
Mod Releases / Re: [3.60] URWCharacterMenu
« on: November 13, 2019, 11:01:52 AM »
Any plan for a cross platform version? (Linux)

20
Off-topic / Re: arto paasilinna
« on: October 17, 2018, 09:49:21 AM »
I also loved Arto Paasilinna's books.  The year of the Hare, ("L'anno della lepre", in italian) opened my mind and lightened my heart.

21
Suggestions / Re: Spell Giving Quests
« on: September 27, 2018, 04:02:27 AM »
Yes, but if you can learn at most 1 spell per year, the only way to actually get to know new spells is to start a new character. And this limits a lot the use of spells in game.
You'll be limited to 3-5 spells per character, and the spell list will remain mostly empty in each playthrought.

From screens of previous version, I see it was not intended to be like this. You could actually learn new spells and have a good list of rituals for many situations.

My character is a hunter but doesn't know any hunt-propitiatory spells.
As it is now, I just have to hope that the rng will give appropriate spells next time I start a new character. Or grind quests hoping to get a new spell before dying or getting bored

Well, at least this is my experience so far

22
Suggestions / Re: Spell Giving Quests
« on: September 26, 2018, 02:36:15 AM »
I agree.
I've started the game in 3.5, and after a year in game and 15+ quest I haven't got any new spells beyond the initial ones (except for the forest maiden one)

Seems like I'm stuck with those 4, and I have no idea about all those spells I read off this forum.

23
Stories / Re: Rauko
« on: June 21, 2018, 06:11:13 PM »
 :(
oh damn, such a pitiful end for such a long-lived, hardened character....

24
Off-topic / Re: long layover in helsinky
« on: June 18, 2018, 12:41:37 PM »
Thank you very much for the advises, Erkka!

I've found a b&b close to louhela where to stay the night. from there, I will go  along the commuter train route and take a stroll in some parks

25
Sorry for opening again a thread about this bug, previous report is archived as fixed in 3.40 but it seems regressing.

Start of winter, waters have already frozen once, unfrozen and then froze again, but still do not support human weight.
 
In the "well" (single water tile) of a Owl-tribe village there are several tools and clothes, supposedly owned by a villager drowned there. No corpse.

I will attach a  screenshot asap

26
Off-topic / long layover in helsinky
« on: June 08, 2018, 03:21:34 PM »
hello everybody,

by the end of the month I'll be travelling to europe, and on the way back I'll have a quite long layover at the helsinki airport.
I'll arrive there almost at midnight, and have the next flight in the afternoon of the following day.

would it be worth to go outside and pay a brief visit to helsinki? is there something worth to see in one morning, or even just some nice green area where to relax and chill, before a 10 hours flight?

cheers,
aat

27
Gameplay questions / sudden Njerpez invasion?
« on: May 23, 2018, 03:15:57 AM »
My character has been living in the southern part of the owl-tribe region since the start of summer.
Never had any encounters or even sights of Njerpez during the good season.... but now seems that they are coming out of the walls trees

The first snows are just beginning, and I've been having encounters with Njerpez almost every day now. Even more than one per day! My kill count is now at 7-8 (even managed to make a sleep kill), just in a few days.

I find them roaming not far from my shelter, already inside the owl tribe territory. Always one man parties. I attack them hoping they carry some food, but they seem always poorly equipped, with little food with them, if any.

Is this normal? Are the Njerpez starting a one by one invasion on the Owl-tribe?
I'm not in good terms with spirits, because of too much small game hunting. Is it possible that they are cursing me with Njerpez incursions so close to my dwellings??

28
Suggestions / Re: Spirit relation re-balancing
« on: May 23, 2018, 02:56:35 AM »
+ 1 for this, especially regarding

Quote
3. The "cost" of kills should be re-balanced so it's possible to live off small game without being hated by the spirits of the forest. It should be contemplated whether the value (in some currency, e.g. amount/nutrients of meat and/or fur value) of a kill and sacrifice should affect the spirit relation adjustment. Currently it seems a sacrifice of a spoiled hazel grouse lump of fat has the same impact as a whole salmon or fresh bear cut.

sometimes I have 3-4 birds getting trapped one after another, and if I make a sacrifice to the spirit for the first one, I can't make anymore for the others, and in the end "the forest looks extremely hostile". even if I manage to make only one last "cumulative" sacrifice, the spirits are never happy.
never managed to "feel unity with the world" in this playthrough.

29
Stories / Re: Rauko
« on: May 21, 2018, 03:08:05 AM »
Wow, such nicely organized map markers!!

Just a question: how can Rauko sacrifice so much meat without angering the spirits?

30
Gameplay questions / Mother pipe, where are you?
« on: May 03, 2018, 03:53:55 AM »
My survival of the owl-tribe has been asked by a fellow villager to find 30 patches of mother pipe leaves.

It's fall month, and my character so far has been exploring only the vast owl tribe region, hunting and trading with the sparse villages.

However, he hasn't found any mother pipe so far

Now, I've read on the wiki that the Mother pipe grows in the north (so owl-tribe region should be fine) in Wetland, Grove, Meadow terrain... which terrain are those??? I've never noticed! What I see is only open, spruce and pine mires, coniferous and lichenous forests, and heatland.

Any suggestion? 

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